GetRayBoxCells.
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116
examples/ray_box_cells/main.lua
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116
examples/ray_box_cells/main.lua
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@@ -0,0 +1,116 @@
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package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
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Util = require( "utillib" )
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Vector2 = require( "vector2" )
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Vector3 = require( "vector3" )
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Rectangle = require( "rectangle" )
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BoundinBox = require( "bounding_box" )
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Cam3D = require( "camera3d" )
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local monitor = 0
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local camera = {}
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local box = BoundinBox:new( { -8, 0, -8 }, { 16, 16, 16 } )
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local cellSize = Vector3:new( 1, 1, 1 )
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local drawCellSize = cellSize:clone()
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local ray = nil
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local rayCol = nil
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local cells = {}
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local guiMouseHover = false
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local spinnerEdit = {
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x = false,
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y = false,
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z = false
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}
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function RL.init()
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local mPos = Vector2:newT( RL.GetMonitorPosition( monitor ) )
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local mSize = Vector2:newT( RL.GetMonitorSize( monitor ) )
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local winSize = Vector2:new( 1028, 720 )
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RL.SetWindowTitle( "Ray box cells" )
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RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
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RL.SetWindowState( RL.FLAG_VSYNC_HINT )
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RL.SetWindowSize( winSize )
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RL.SetWindowPosition( { mPos.x + mSize.x / 2 - winSize.x / 2, mPos.y + mSize.y / 2 - winSize.y / 2 } )
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RL.SetTextLineSpacing( 26 )
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camera = Cam3D:new()
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camera:setPosition( { 0, 8, 16 } )
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camera:setTarget( { 0, 0, 0 } )
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camera:setUp( { 0, 1, 0 } )
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camera.mode = camera.MODES.FREE
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RL.GuiSetStyle( RL.DEFAULT, RL.TEXT_SIZE, 24 )
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end
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function RL.update( delta )
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camera:update( delta )
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if RL.IsKeyPressed( RL.KEY_SPACE ) then
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if camera.mode == camera.MODES.FREE then
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camera.mode = camera.MODES.FIRST_PERSON
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else
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camera.mode = camera.MODES.FREE
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end
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end
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-- Raycast.
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-- if not guiMouseHover then
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if not guiMouseHover and RL.IsMouseButtonPressed( RL.MOUSE_BUTTON_LEFT ) then
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ray = RL.GetMouseRay( RL.GetMousePosition(), camera.camera )
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rayCol = box:getRayCollision( ray )
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cells = RL.GetRayBoxCells( ray, box:maxToPos(), cellSize )
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drawCellSize:setV( cellSize )
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end
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end
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local function drawSpinner( axis, pos )
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local result = 0
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local bounds = Rectangle:temp( pos.x, pos.y, 96, 24 )
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result, cellSize[ axis ] = RL.GuiSpinner( bounds, axis, cellSize[ axis ], 1, box.max[ axis ], spinnerEdit[ axis ] )
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if result == 1 then
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spinnerEdit[ axis ] = not spinnerEdit[ axis ]
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end
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if bounds:checkCollisionPoint( RL.GetMousePosition() ) then
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guiMouseHover = true
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end
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end
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function RL.draw()
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RL.ClearBackground( RL.LIGHTGRAY )
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camera:beginMode3D()
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RL.DrawGrid( 16, 1 )
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RL.DrawCubeWires( box.min + box.max:scale( 0.5 ), box.max, RL.WHITE )
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if ray then
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RL.DrawRay( ray, RL.BLUE )
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RL.DrawSphere( ray[1], 0.1, RL.GREEN )
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end
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if rayCol and rayCol.hit then
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RL.DrawSphere( rayCol.point, 0.1, RL.RED )
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end
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if cells then
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for _, cell in ipairs( cells ) do
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RL.DrawCubeWires( box.min + Vector3:tempT( cell ) * drawCellSize + drawCellSize:scale( 0.5 ), drawCellSize, RL.RED )
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RL.DrawCube( box.min + Vector3:tempT( cell ) * drawCellSize + drawCellSize:scale( 0.5 ), drawCellSize, { 150, 200, 150, 150 } )
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end
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end
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camera:endMode3D()
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guiMouseHover = false
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drawSpinner( "x", Vector2:temp( 16, 2 ) )
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drawSpinner( "y", Vector2:temp( 16, 22 ) )
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drawSpinner( "z", Vector2:temp( 16, 44 ) )
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end
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@@ -3,7 +3,7 @@ if table.unpack == nil then
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table.unpack = unpack
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end
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local Vector3 = Vector3 or require( "vector3" )
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local Vector3 = require( "vector3" )
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local BoundingBox = {}
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local metatable = {
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@@ -12,6 +12,30 @@ local metatable = {
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return "{{"..tostring( b.min.x )..", "..tostring( b.min.y )..", "..tostring( b.min.z ).."}, {"
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..tostring( b.max.x )..", "..tostring( b.max.y )..", "..tostring( b.max.z ).."}}"
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end,
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-- __add = function( v1, v2 )
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-- return Vector2:new( v1.x + v2.x, v1.y + v2.y )
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-- end,
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-- __sub = function( v1, v2 )
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-- return Vector2:new( v1.x - v2.x, v1.y - v2.y )
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-- end,
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-- __mul = function( v1, v2 )
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-- return Vector2:new( v1.x * v2.x, v1.y * v2.y )
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-- end,
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-- __div = function( v1, v2 )
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-- return Vector2:new( v1.x / v2.x, v1.y / v2.y )
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-- end,
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-- __mod = function( v, value )
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-- return Vector2:new( math.fmod( v.x, value ), math.fmod( v.y, value ) )
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-- end,
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-- __pow = function( v, value )
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-- return Vector2:new( v.x ^ value, v.y ^ value )
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-- end,
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-- __unm = function( v )
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-- return Vector2:new( -v.x, -v.y )
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-- end,
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__eq = function( b1, b2 )
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return b1.min == b2.min and b1.max == b2.max
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end,
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}
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--- Expects format { ... }, { ... }
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@@ -111,26 +135,103 @@ function BoundingBox:getPoints()
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}
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end
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-- Assumes max is used as size.
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function BoundingBox:checkCollisionBox( b )
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return RL.CheckCollisionBoxes( self:maxToPos(), b:maxToPos() )
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end
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-- Assumes max is used as size.
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function BoundingBox:checkCollisionSphere( center, radius )
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return RL.CheckCollisionBoxSphere( self:maxToPos(), center, radius )
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end
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-- Assumes max is used as size.
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function BoundingBox:checkCollisionPoint( point )
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local max = self.min + self.max
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return self.min.x <= point.x
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and self.min.y <= point.y
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and self.min.z <= point.z
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and point.x <= max.x
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and point.y <= max.y
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and point.z <= max.z
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end
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-- Assumes max is used as size.
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function BoundingBox:getRayCollision( ray )
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return RL.GetRayCollisionBox( ray, self:maxToPos() )
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end
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-- Max to position from size.
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function BoundingBox:maxToPos()
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return BoundingBox:new( self.min, self.min + self.max )
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return BoundingBox:newV( self.min, self.min + self.max )
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end
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-- Max to size from position.
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function BoundingBox:maxToSize()
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return BoundingBox:new( self.min, self.max - self.min )
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return BoundingBox:newV( self.min, self.max - self.min )
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end
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-- Temp pre generated objects to avoid "slow" table generation.
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local TEMP_COUNT = 100
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local tempPool = {}
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local curTemp = 1
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for _ = 1, TEMP_COUNT do
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table.insert( tempPool, BoundingBox:new( { 0, 0, 0 }, { 0, 0, 0 } ) )
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end
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--- Expects format { ... }, { ... }
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function BoundingBox:temp( min, max )
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local object = tempPool[ curTemp ]
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curTemp = curTemp < TEMP_COUNT and curTemp + 1 or 1
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object.min = Vector3:tempT( min )
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object.max = Vector3:tempT( max )
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return object
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end
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--- Expects format { { ... }, { ... } }
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function BoundingBox:tempT( t )
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local object = tempPool[ curTemp ]
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curTemp = curTemp < TEMP_COUNT and curTemp + 1 or 1
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object.min = Vector3:tempT( t[1] )
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object.max = Vector3:tempT( t[2] )
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return object
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end
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--- Expects format { Vector3, Vector3 }
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function BoundingBox:tempV( min, max )
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local object = tempPool[ curTemp ]
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curTemp = curTemp < TEMP_COUNT and curTemp + 1 or 1
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object.min = Vector3:tempV( min )
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object.max = Vector3:tempV( max )
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return object
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end
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--- Expects format BoundingBox
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function BoundingBox:tempB( b )
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local object = tempPool[ curTemp ]
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curTemp = curTemp < TEMP_COUNT and curTemp + 1 or 1
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object.min = Vector3:tempV( b.min )
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object.max = Vector3:tempV( b.max )
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return object
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end
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function BoundingBox:getTempId()
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return curTemp
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end
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return BoundingBox
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